Mage's + Fighter's Guild Discussion

Post » Sat Feb 02, 2013 1:05 pm

I'd like to start off by saying this isn't one of my usual posts asking for mechanics of TESO that are currently unknown, lol.

So the Fighter's Guild and Mage's Guild have both been confirmed to be in the game upon initial release a long time ago, but there hasn't been any good threads on what people think they'd be like. How do you think the Fighter's + Mage's Guilds will be implemented in TESO?

The following is my opinion and a wall of text, if you want to just leave in the comments what you think it will be I don't mind you skipping the rest of my post.


Here's my thoughts (all opinion based):

Since there's 3 factions all warring each other, they'll need to be split off from each other. It's a faction locked world, and they're at war, leaving the Guilds with two options. One the guilds could be completely neutral. If neutral, it could be one giant organization not involving itself in the war. The Mage's Guild, dedicated to magical studies if neutral, would only be interested in their own affairs, and teaching/recruiting mages. I can see this working, but not as well as the fighters guild. The Fighters Guild is a group of organized sellswords, while they could easily be involved in the war and try to take sides depending on the territory, they could also just pursue their interests in helping local areas, not the alliances as a whole.

If however, they were the second option, which would be to be involved in the war, there's a multitude of options that could explored. The guilds could be in charge of recruiting specific types of heroes for their war efforts (you), and direct you to different regiments accordingly.

With that background info, I'm going to go ahead and choose the second option as to what I think is going to happen, and work a couple different parts of the guild life into my opinions.

Ranks - As you all know, in these guilds there were all sorts of ranks you could achieve through hard work. Assuming you'll be able to join at least one of these guilds, there could also be ranks that come along with it. Archmage and Grandmaster all are off limits as there can only be one, but Master Wizard, Adept, Apprentice etc. could all be awarded based on your involvement with the guild. This would be like any other TES game, which is what they should be pushing for. The question is whether or not they'll keep true to TES and run the guilds these ways.

Quests - I see the Mage's Guild and the Fighter's guild as major outlets to get quests in different towns. I honestly believe this will be one of the biggest ways to get most of your quests, rather than stopping by a farmers help killing goblins off in the woods somewhere. They're both organized establishments, so I see no reason why most of the town's troubles wouldn't be brought to the attention of the guild before the player. This isn't to say that there will be no quests outside guilds, just that some of the generic ones might be stationed here, assuming we have generic quests (which would be awesome if we didn't). I'm also hoping for rather large quest lines that will address large issue in-depth quests that will actually be relevant and enjoyable, and will go towards most of your ranking up within the guilds. Assuming a guild has taken sides, there could also be special war-related quests, gathering information, killing opposing faction NPC spies, bandits, armies etc.

Rewards - I see no reason why there won't be nice vendors within guilds after achieving certain ranks, and while this is a MMO, and one with limited spells and abilities, I don't see there being special access to new spells for those with certain ranks. There could however, be cosmetics, decent armor and weapon sets, consumables, crafting stations, all in one convenient spot. It could also be a social hub for those that want to mess around and pretend like they're mages, they could also be areas where people group up for quests and make friends.

Now that I've thrown out a couple ideas out there, what are yours? I stopped it there as anything TES related could result in a 15 page essay from yours truly, and I'd hate to bore you.
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Lexy Dick
 
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Post » Sat Feb 02, 2013 12:05 pm

This info is known so far about those two guilds - http://www.ign.com/wikis/elder-scrolls-online/Guilds



The Fighters Guild

To get into the Fighters Guild, you'll have to find and destroy http://www.ign.com/wikis/elder-scrolls-online/Dark_Anchors. Dark Anchors are giant hooks sent by http://www.ign.com/wikis/elder-scrolls-online/Molag_Bal from his Daedric Plane of Coldharbour. Their job is to drag Tamriel into his plane. Defeat the Daedric Guardian that is blocking the anchor, and send the anchor back to Coldharbour to get on the Fighter Guild's good side.


The Mages Guild

To get into the Mages Guild, you'll have to search high and low for special Lore Books hidden throughout Tamriel. They can be in the busiest cities, or they could be in the most desolate mines. It's uncertain if the books will be randomly placed or set in specific locations.
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JD bernal
 
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Post » Sat Feb 02, 2013 10:00 am

I'm interested to see if the mages guild will have a specific area or hall in a town in each faction, or if a mage will mysteriously meet you after completing certain tasks.
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JUDY FIGHTS
 
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